Roll a suitable dice to determine exact cards from the following lists; reroll any ties. If secrecy is concern, first secretly write down a number, add that to your roll, and all numbers greater than total number of cards is reduced by their total number.
1. Demo Game (Gain d6x10K Gc after match)
2. Will (As above)
3. Bad Habits (Opponent team loses 1 team re-roll)
4. Bad Habits
5. Inspiration (One your player gains MVP award just before match;
make rolls if necessary)
6. Extra Training (One extra team re-roll or buy new at normal,
not double, price)
7. Extra Training
8. Extra Training
9. Injured in Practise (One random opponent player is seriously
injured just before match)
10. The Big Match (Both players gain +3 to fan factor test and roll
two dice at income phase after game)
11. Biased Referee (Ref does not penalty you at d6 4+, and
automatically sends opponent with secret weapon, out)
12. Charity Match (Play during fan factor roll after match, gain +1
FF in addition to roll)
13. The Chuck (Gain immediately back d3 used team re-rolls, sheet
H)
14. Press-Gang (Play before match, see card text)
15. Heroic Effort (Play when a player suffers an injury)
16. Unsportmanlike conduct (Opponent player which just scored is
sent away for the rest of the match)
17. That makes me mad!! (Fouling player is knocked down and his
original target stands up)
18. Inspired Play (One action is automatically successful)
19. A Large Donation (Either team donates all winnings to charity
and receives +1 Fan Factor)
20. That Boy's Got Talent (Gain a player)
21. Burst Ball (Play stop immediately and kick-off is reheld)
22. Heroic Leap (One player may take a leap as with skill)
23. Away Fans Banned! (Opponent have Fan Factor of 0 for this match,
but not for gate)
24. Hall of Fame (Play before match, gain +1 Fan Factor)
25. Blitzkrieg! (Allows second blitz during same turn)
26. Snack Break (One opponent player loses tackle zone until end of
turn)
27. Get'em Lads! (Play if your player is seriously injured (or
worse) by opponent team. All your players gain +1 strength and Mighty
blow skill until end of your next turn)
28. Crazy Referee! (Opponents Fan Factor is dropped to 0 for the
rest of the match, but can be used only if 'Get the Ref' card is
played)
29. Half Time Team Talk (Play during half time. Gain d3 extra team
re-rolls)
30. Is It a TD? (You may stop just scored touchdown)
31. 'Flu Bug (Play before match. d3 random opposing players must
miss the match)
32. This Will Hurt a Bit... (Move KO'd, badly hurt or seriously
injured player to reserves box)
33. I Am the Greatest! (After touchdown, two players in opposing
team cannot play at the same time until end of the match)
34. Player Strike (Play before match. Opponent must pay 2d6 x 10K Gc
or all his treasury)
35. Duh, Where Am I? (Opponent player juts knocked over but not
injured is switched to your side until next touchdown)
36. A Better Offer (One selected coaching staff member leaves
opponent's team unless he pays member's hiring cost + d6 x 10K
Gc)
37. Bankruptcy! (Play after match. No income is given to opponent,
and his team loses all money in treasury as well)
38. Number One With a Bullet! (Gain additional 10K Gc for each
10,000 of your fans that turned up for the match)
39. Under Scrunity (Opponent may not make any fouls or use secret
weapons during the match. Play when he tries to)
40. Merchandising (Gain additional income of your fan factor x
10K Gc)
41. Woof Woof! (A dog catches the ball)
42. It Wasn't Me! (One random opponent player must miss the rest of
the match, and 50K must be paid for his release)
43. Doom and Gloom (Opponent team cannot use team re-rolls for the
rest of the half)
44. Special Offer (You can buy a player at half price after this
match, but not later)
45. Peaked (Nominated player cannot earn more SPPs)
1. Magic Pills (All your player in field gain +1 MA until touchdown
is scored)
2. Grasping Tentacles... (Dodging opponent automatically
fails)
3. Hawkfing's Curse (Opponent player going for it automatically
falls over)
4. Kelhoffer's Magic Foot (Do not roll scatter for kick-off)
5. Lurve Potion (Too long to explain..)
6. Mind Blow (Opponent player is immobilized until end of turn. His
strength is halved against block)
7. Magic Potion (Gives a player some random benefict)
8. Magic Helmet (Permanently increase player's AV by +1, up to
10)
9. Extra Training (One extra team re-roll or buy new at normal,
not double, price)
10. Extra Training
11. Eye of the Eagle (One pass is automatically successful)
12. Healing Scroll (Just happened injury is negated and player is
left face-up on the field)
13. Healing Scroll
14. Healing Scroll
15. Magic Sponge (All KO'd or badly hurt players are restored to
full health)
16. Magic Sponge
17. Knutt's Spell of Awes.. (Your player gains +d4 strength until
end of turn)
18. Unseen Shield (Pass is stopped at nominated square along its
flight route)
19. Rakarth's Bounding Leap (Player may jump 3 squares in addition
to normal movement)
20. Scutt's Deluge of Despair (All opposing team's players halve
their MA until end of turn)
21. Rakarth's Obliteration Spell (Your blocking player automaticaaly gains
'defender knocked over' result)
22. Time Warp (Player may take two actions one after another)
23. The Secret Way (Sheet F)
24. Magic Hand of Jark Longarm (Your player automaticallu succeeds
in an interception)
25. Rakarth's Spell of Pitty Spite (Oposing player must miss each
drive on a roll of 4+, otherwise he may play)
26. Speed of Light (Your player gains +d6 MA for this turn. Play
before moving with that player)
27. Labbatt's Flying Fist (Opposing player is blocked at strength of
10 with block and mighty blow skills)
1. Banana Skin (Play when opposing player comes to your tackle zone.
That player automatically falls over)
2. Greased Shoes (Play during kick-off. One selected opponent player
falls each time he moves on a roll of 1 for each square. Lasts
for this drive)
3. Kidnap Rical Coach (Lose coach until end of match, and lose your
winnings at the end of match)
4. Bribe the Ref (Negate Illegal procedure call against you)
5. Stink Bomb (Player has throwable stink bomb)
6. Stiletto (Instead of Block, knock down target automatically and
do not roll armour roll, but instead directly injury)
7. Referee!!! (Opponent is immediately penalized for Illegal
Procedure)
8. Take a Dive (Opponent player going for it automatically falls
over but do not have to make armour roll)
9. Double-Cross (Negate dirty trick or magic item card, and instead
add it to your reserve)
10. Injury Time (Gain extra turn at the end of the half)
11. Spy (Negate use of re-roll. That re-roll is wasted but still
count as tried)
12. Spy
13. Spy
14. Robbed (Opponent loses money gained from this match and you may
add it to your treasury instead)
15. Extra Training (One extra team re-roll or buy new at normal,
not double, price)
16. Extra Training
17. Bribe the Ref (Negate a penalty against your team)
18. Bribe the Ref (As above)
19. Knuckledusters (Use just before armour roll for opposing player.
That player automatically fails that test)
20. Custard Pie (Throw at opponent, that opponent is automatically
knocked over but cannot be injured)
21. Illegal Drugs (Gain an additional turn after current one)
22. Bad Press (Opposing team loses 1 fan factor permanently)
23. Bribe the Ref (The ref automatically spots just committed
foul)
24. Bribe the Ref (As above)
25. Hide the Ball (The player holding the ball cannot be blocked nor
tackled until end of turn)
26. Sorry! (One player falls on the top of coaching staff)
27. Trampoline Trap (A pit trap in your side causes random scatter
for player entering your side)
28. Mine (A mine is in your half of the field)
29. Whooooops (Knock down one opponent during kick-off)
30. Sorry Sir! (Push one opponent into his coaching staff)
31. Grudge Match (Any number of fouls can be committed by each team,
play before match)
32. Exploding Player (Replace one stationary player with exploding
player)
33. Razzle Dazzle (Play at the start of your turn. You lose your
turn at 1-2, and opponent his at 3-6)
34. Fake Play (One throw cannot be intercepted)
35. Blatant Foul! (Make blatant foul that is automatically detected,
and causes always injury)
36. Pit Trap (A player entering your side is trapped into pit trap
until next kick-off)
37. Spike! (A foul automatically causes injury but player committing
foul is knocked down)
38. High Punt (Ball is kicked very high and lands later)
39. Assassin (Knock down and roll for injury for one player)
40. I'll Get You! (Just after kick-off, opposing player attacks one
of your players and is kicked out of game)
41. Bribe the Ref (You may have 12 players in field until next
kick-off)
42. Sewer Map (You may have 12 players, but he may get lost in
sewers)
43. Morley's Revenge (Play after players is set before kick-off.
Half of them is knocked doen automatically)
44. Side Bet (Gain an additional d6 x 10,000 Gc after match)